Files
mrgameeng/tests/MrGameEng.Input.Tests/InputManagerTests.cs
T
Leonid PershinandClaude Fable 5 501d81e19f
CI / build-test (push) Failing after 1m7s
Fix engine-wide code review findings
Collisions: init bucket heads to -1 (QueryAabb hung before the first
rebuild), reset query stamps on truncated QueryAabb (later queries
silently dropped entities), inside-origin raycasts hit at fraction 0 for
circles too, exactly-touching boxes now pair like touching circles.

Graphics: render into the letterbox viewport so the picture matches
ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the
transform pivot rather than the quad center; lock-free snapshot
LayerRegistry (parallel submit read it unsynchronized); validate
InitialCapacity; warn when UseRenderer2D drops options of a later scene.

Core: scenes are explicitly single-use (re-loading threw silently
duplicated systems/entities before — now it throws), Scene.RegisterUnload
for per-scene resources, a switch requested during the reveal phase
covers again instead of hard-swapping, borderless fullscreen
(HardwareModeSwitch off), InputCapture service for input-suppressing
overlays, host disposes the transition renderer and IDisposable services
on shutdown.

Input: game input reads as released while InputCapture is held; mouse
position and wheel freeze so deltas stay zero.

DevConsole: holds InputCapture while open (typing no longer drives the
camera), Revision increments only under the lock, quoted command
arguments, history capped at 256.

UI: scene Desktop skips Myra input processing while the console is open
(clicks no longer fall through), is disposed on scene unload, and Myra
init no longer depends on a process-static flag.

Audio: validate channel count/sample rate before stopping the previous
track, empty looped oggs no longer hang FillBuffers, the instance stops
when a non-looping track drains (IsPlaying was stuck true).

Atlases: metadata v2 stores per-source size+mtime snapshots, so
timestamp-preserving copies and renames invalidate correctly; loader
checks the version and disposes pages on partial load failure; shared
pages never exceed a non-POT MaxPageSize; oversized items pack first
onto exact-size pages instead of splitting an open shared page; the CLI
validates numeric options.

Assets.Generator: file names are escaped in XML docs and string
literals, members no longer collide with the enclosing class (CS0542),
and the Assets root is resolved against build_property.projectdir so
nested "Assets" directories do not shift region paths.

Pathfinding: queries throw when the grid was resized after construction;
generation stamps survive int overflow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:18:08 +03:00

90 lines
3.0 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Input;
using Xunit;
namespace MrGameEng.Input.Tests;
public class InputManagerTests
{
private static MouseState Mouse(int x = 0, int y = 0, int wheel = 0, ButtonState left = ButtonState.Released) =>
new(x, y, wheel, left, ButtonState.Released, ButtonState.Released, ButtonState.Released, ButtonState.Released);
private static void Frame(InputManager input, KeyboardState keyboard = default, MouseState mouse = default) =>
input.Apply(keyboard, mouse, GamePadState.Default);
[Fact]
public void KeyPressed_OnlyOnTheFrameItGoesDown()
{
var input = new InputManager();
Frame(input, new KeyboardState(Keys.Space));
Assert.True(input.IsKeyPressed(Keys.Space));
Assert.True(input.IsKeyDown(Keys.Space));
Frame(input, new KeyboardState(Keys.Space));
Assert.False(input.IsKeyPressed(Keys.Space));
Assert.True(input.IsKeyDown(Keys.Space));
}
[Fact]
public void KeyReleased_OnlyOnTheFrameItGoesUp()
{
var input = new InputManager();
Frame(input, new KeyboardState(Keys.A));
Frame(input);
Assert.True(input.IsKeyReleased(Keys.A));
Frame(input);
Assert.False(input.IsKeyReleased(Keys.A));
}
[Fact]
public void Capture_SuppressesInput_KeepsMousePositionAndWheel()
{
var capture = new MrGameEng.Core.InputCapture();
var input = new InputManager(capture);
Frame(input, new KeyboardState(Keys.W), Mouse(x: 10, y: 20, wheel: 120));
Assert.True(input.IsKeyDown(Keys.W));
capture.Captured = true;
input.Update(); // ввод захвачен оверлеем — устройства не опрашиваются
Assert.False(input.IsKeyDown(Keys.W));
Assert.True(input.IsKeyReleased(Keys.W)); // одно корректное событие отпускания
Assert.Equal(new Point(10, 20), input.MousePosition);
Assert.Equal(0, input.WheelDelta);
Assert.Equal(Point.Zero, input.MouseDelta);
input.Update();
Assert.False(input.IsKeyReleased(Keys.W)); // и больше никаких фантомных событий
}
[Fact]
public void MouseDeltaAndWheelDelta_ComputedBetweenFrames()
{
var input = new InputManager();
Frame(input, mouse: Mouse(x: 10, y: 10, wheel: 0));
Frame(input, mouse: Mouse(x: 25, y: 5, wheel: 120));
Assert.Equal(new Point(15, -5), input.MouseDelta);
Assert.Equal(120, input.WheelDelta);
Assert.Equal(new Point(25, 5), input.MousePosition);
}
[Fact]
public void MousePressed_DetectsLeftButtonEdge()
{
var input = new InputManager();
Frame(input, mouse: Mouse());
Frame(input, mouse: Mouse(left: ButtonState.Pressed));
Assert.True(input.IsMousePressed(MouseButton.Left));
Assert.False(input.IsMousePressed(MouseButton.Right));
}
}